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Building

Building is part of the game. Press the build key, shape the jump in front of you, press it again and you're running it at full speed. The full map editor is one key away for the detail work.

Build while playing#

  • Build key: the world pauses around a build crosshair. A ghost of the piece shows where you look, snapped to the grid.
  • Hotbar: number keys pick a piece (box, ramp, curve, bowl, pipe, timer gate, teleport, light), scroll rotates it, click places, right-click deletes, Ctrl+Z undoes.
  • Instant: a new piece is solid and walkable the moment you place it. The map rebuilds in the background (light, merged surfaces) and swaps in when you aren't moving. You never wait.
  • Keep your momentum: leave build mode and you continue where you were, at the same speed. Fix a jump, retry it from the same spot.
  • What you build is what you play: the collision you run on while building is exactly the collision of the finished map: slick, clip and curves included.

The full editor#

For the detail work: lighting, timer and teleport wiring, routes and checkpoints, the workshop (curves, bowls, pipes and assemblies from parameters), measuring, the slick view, and editing single sides of a piece. It's one key away, and P plays the map from any point.

Build together#

  • Several builders in one room. One tests while the other builds.
  • Every edit is shared live, in the same order for everyone, with undo per builder.
  • Roles: owner, builder, tester (plays only).

Publish#

  • Checks: the map compiles, has a spawn, each route has a start and a stop, and **the author has finished every route** (that's the author medal time, like Trackmania).
  • One link: a levelshot, a board, and ghosts from the first players.
  • Versions: publishing again makes a new version. Boards follow the rule in competition.md.